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So, attempting to utilize ARFoundation 3.0.0 preview 6 + Unity 2019.3.0b12 + URP 7.1.5 + ARKit 3.0.0 preview 4 seems to result in the camera...
Right then. It all sounds good to me then - honestly I have no need or desire to modify the platform dependent shader assemblies or otherwise...
So would using modified generated surface shader code still work? I ask, because for those of us that do slightly out of the ordinary things (in...
Hello Unity Community! It's been a while. So as of late, I'm working on a deferred renderer for a small project, and I can't quite seem to get...
A bit of an update on GzRNM's progress. First off, GzRNM 1.2 is no more. We'll instead be going forward with GzRNM 1.5. In addition to GzRNM...
What he's more looking for is a tutorial that outlines the workflow specifically for blender. Really, there's lightmapping tutorials for blender...
I'm working on it :P Learning a different 3D package and how to do things in it that are for the most part different in comparison to wider used...
Really, baking RNMs in Blender would be roughly the same as baking them in any other app. 1. Assign unique Lightmap UVs to your mesh 2. Assign one...
I've posted the roadmap for GzRNM 1.2 here: http://www.snowcatsolutions.com/index.php/news/comments/gzrnm-1.2-roadmap-and-long-term-plans For...
If you were to compare regular, low resolution lightmaps against RNMs of the same resolution, then lightmaps would always have the upperhand in...
The primary reason for CRNMs and SSBumps on iOS is to provide higher quality lightmapping that seems as if it interacts with self shadowing bump...
Now if PVRTC didn't look horrible :P
Mind posting a screenshot with just the lighting? :D
Version 1.1.1 of GzRNM has been released. This version includes: Much more accurate basis maps stored as 32-bit EXRs Also included is the...
UDK uses a special lighting system that attempts to simulate incoming lighting based off of a collection of points in the scene. Each point...
You need a 3D app such as Maya or Blender to bake illumination to use with the shader. At this time, Beast does not support generating RNMs....
EXR isn't necessary for normal maps. The only things that really benefit from being encoded as EXRs are lightmaps.
I'd suggest reading through the documentation that can be found here: http://j.mp/h01jHh The concepts found there can be applied and repurposed...
That's pretty much what radiosity normal mapping does.
...Then you're probably not using them right. This shader uses lightmaps baked in a 3D application such as Maya or Blender in a specific way....